class HealBullet extends M79ClusterBombHealProjectile;

#exec OBJ LOAD FILE=SCSounds.uax

simulated function Explode(vector HitLocation, vector HitNormal)
{
	local PlayerController  LocalPlayer;

	bHasExploded = True;
	BlowUp(HitLocation);

	// Incendiary Effects..
	PlaySound(sound'SCSounds.healexp',,50 * TransientSoundVolume);

	Spawn(ProjectileClass,Instigator, '', HitLocation + HitNormal*20, Rotation);
	Spawn(Class'PerksSimHostOrg.M56WHealBombProjectile',Instigator, '', HitLocation + HitNormal*20, Rotation);

	if ( EffectIsRelevant(Location,false) )
	{
		Spawn(Class'PerksSimHostOrg.HealingExplosionEmitter',,, HitLocation + HitNormal*20, rotator(HitNormal));
		Spawn(class'HealExpEmitter',self,,HitLocation + HitNormal*20,rotator(HitNormal));
	}

	// Shake nearby players screens
	LocalPlayer = Level.GetLocalPlayerController();
	if ( (LocalPlayer != None) && (VSize(Location - LocalPlayer.ViewTarget.Location) < (DamageRadius * 1.5)) )
		LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
	Destroy();
}

defaultproperties
{
     ProjectileClass=Class'PerksSimHostOrg.HealFieldProj'
     ImpactDamage=0
     Speed=7500.000000
     Damage=0.000000
     DamageRadius=200.000000
     MyDamageType=Class'PerksSimHostOrg.DamTypeAcidGunW'
     DrawScale=7.000000
     Skins(0)=Combiner'SCTextures.crossbowtexture'
}
